Collision bounds inaccurate? Player sinks into the floor

I have a floor that the player stands on around a cube, its invisible in game, and works fine at first but the mechanic of the game is the cube rotating and putting the player on a different side of the cube. When it does this the player just gets stuck in the floor. I’m guessing it has to do with the collision boundaries on the floor, but they don’t appear inaccurate when I view the physics visualization in game. Is there something wrong with the physics properties I gave it, or perhaps my setup?

Blend file:

Select the floor, and go to the physics tab on the right, then scroll down to collision bounds, and check the box next to it. I don’t know if you already did this, but if so, then I don’t know what the problem is. Also, if it keeps happening after you’ve set collision bounds, then select the player and do the same thing you did to the floor.

also touching the small cube near the player will rotate it, wasd to move space jumps

i didnt look at the file. lower the margins of the physics to 0.001 and if it still does it, try aligning the center to the “floor” of the object (aka the bottom). Also try changing your collision type to Convex Hull or Triangle Mesh